Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Channeling the chill of the grave, make a melee spell attack against a target within reach.
On a hit, the target takes 1d10 Necrotic damage, and it can`t regain Hit Points until the end of your next turn.
Cantrip Upgrade.
The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You hurl a beam of crackling energy.
Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade.
The spell creates two beams at level 5, three beams at level 11, and four beams at level 17.
You can direct the beams at the same target or at different ones.
Make a separate attack roll for each beam.
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
The target succeeds automatically if it isn`t a Humanoid, if you`re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw.
When the spell ends, the target knows it was Charmed by you.
A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration.
The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can`t attack, activate magic items, or carry more than 10 pounds.
You try to temporarily sliver the mind of one creature you can see within range.
The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade.
The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each.
The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.
If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else`s voice, a lion`s roar, a beating of drums, or any other sound you choose.
The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot Cube.
The image can`t create sound, light, smell, or any other sensory effect.
Physical interaction with the image reveals it to be an illusion, since things can pass through it.
You spray toxic mist at a creature within range.
Make a ranged spell attack against the target.
On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade.
The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
You create a magical effect within range. Choose the effect from the options below.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage.
The spell`s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target.
The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage.
If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade.
The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Guided by a flash of magical insight, you make one attack with the weapon used in the spell`s casting.
The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon`s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon`s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).